Of the two, I prefer the old version, but until the end story not by too terribly much.

The ending of the new game drowns you in a sea of Lame!

There are some very good things about the new game, and some very... not good... things as well. Mostly good, truth be told.

Battles are remarkably linear - the maps channel the battle to go one direction. (Bad)Graphics are beautiful. So is the music. (Good)Key events determine what technologies become available. (Mostly Bad)Voice acting is decent, if repetitious. Voice acting is decent, if repetitious. (Neutral. Neutral.)Combat is lethal in the early game. (Excellent!)Leveling gives perks. (Excellent!)

But the ending... oh dear gods, I almost quit the game completely. It was a Fallout 3 level of bad ending, but at least it wasn't a Mass Effect 3 level of bad ending. Just... lame and linear.

Until that point I had fun. The game was linear, but it was fun. But that ending....

X-Com: Enemy Unknown on the other hand... there is a reason folks still play it, almost twenty years later.

I would recommend getting other folk's reactions as well as mine - it is possible that you will like it.

The original X-Com was pretty much a campaign creator for a miniatures game on the desktop. This has more... story? plot? and is less about the tactical game. Squad size is a lot smaller - up to a max of six.

Yeah - for me the railroading and the ending kind of killed it for me.

The individual battles are just fine - not quite as involved as the ones in the old game, but not bad. And they are gorgeous.

One downside - there is a lot less 'fog of war' if someone shoots you then you typically see him automatically - in the old game I would sometimes lose more men while tracking down that sole, hidden survivor than in the rest of the battle.

The Auld Grump, I wish that I had spent more time avoiding the main investigation....

One downside - there is a lot less 'fog of war' if someone shoots you then you typically see him automatically - in the old game I would sometimes lose more men while tracking down that sole, hidden survivor than in the rest of the battle.

The Auld Grump, I wish that I had spent more time avoiding the main investigation....

That settles it for me, the fog of war and hidden enemy movement was part of what made the original X-com battles so great. Until you'd swept the whole area you never knew where that killer shot was going to come from; and even with a well executed sweep across the map there was still a chance an alien would find a way to sneak round behind you take out a valuable man. That was what really made the game for me - it was turn based, but the most carefully laid plans could get turned to custard at any moment, making you sweat to get as many of your team through the mission as possible.If they've lost that and forced the battles to be linear at the same time...

Moderator posts are in green oraquamarine.My posts are my personal opinion only and do not represent the official view of WorldWorksGames.

There is still hidden movement - and your blokes can sometimes hear it and get a general direction.

Once the hidden aliens have shot, though, it seems like you pin point them easily.

The Auld Grump

Back in the days when sound location was bad, you could hear the aliens moving around and you just knew one of those aliens was about to take a shot at one of your valuable team but you didn't know where, and you hoped like hell it wasn't going to be from one of the areas you didn't have covered...Or a shot came out of the darkness, and you didn't know if you could get enough of your men into cover and also track down the shooter before it took out one of your men...Those were the things that really made the original X-com for me. Oh well, will give the new version a miss and go back to GuildWars2.

Moderator posts are in green oraquamarine.My posts are my personal opinion only and do not represent the official view of WorldWorksGames.

Started playing the original again and can't remember how to have them take shots at moving aliens? Just save enough points for a shot?

That and having them facing the right direction - one of the buttons limits your movement to make sure you have enough time for a shot.

The Auld Grump

The soldiers need to have enough initiative (energy?) left at the end of their move to take a shot. The more energy they have left, the better the shot they can take (e.g aimed shot).

If you want them to cover a wider angle they also need enough time to change facing and shoot as they will only shoot in the direction they're pointed even if they can see a wider area than that. The number of times I lost soldiers because all they did was turn to face the alien that's shooting at them and wait for the follow-up shot ... aaargh!

Moderator posts are in green oraquamarine.My posts are my personal opinion only and do not represent the official view of WorldWorksGames.

Are they really charging that much? They are adding new units and a new campaign and new graphics...oh, wait. When I say it like that, we're lucky they aren't charging us for a sequel! $30 does feel a bit steep for the same linear gameplay, though.

Are they really charging that much? They are adding new units and a new campaign and new graphics...oh, wait. When I say it like that, we're lucky they aren't charging us for a sequel! $30 does feel a bit steep for the same linear gameplay, though.

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